Friday, April 29, 2011

Have you seen this unit? Part 4.1

Continuing from the last post on the Techmarine, I thought I'd expound a bit more.

Now all chapters of the Astartes have Techmarines. They have a few variations to their stats, rules and abilities from codex to codex. Some of this is intentional and some of it is due to old army books. I'll hit the other chapters quickly.

They are all elite choices in each codex. They can all repair vehicles. They can all take servitors. They all have a servo-arm. However, not all of them can Bolster Defense. They all have the Marine stat-line with a few variations.
Space Wolves have an Iron Priest. It is just a fancy name for Techmarine. They have the Space Wolf rules of Counter-Attack and Acute Senses. This guy is a one man unit, he is not an Independent Character. He cannot purchase a servo-harness either. They may take 0-3 Thralls, the fancy name for servitors. They run 10 points for a typical Marine servitor. Two of them can take heavy weapons that are cheaper than their "vanilla"  counterparts; heavy bolter 5 points, multi-melta 10 points and plasma cannon 20 points. They can take fewer and have cheaper guns. They also do not suffer mindlock, since they form a single unit with the Techie, I'm sorry Iron Priest.
They also come armed with a thunder hammer, runic armor (artificer armor, do wolves have to rename everything? we get it you're different), servo arm, bolter or pistol, frag and krak grenades. Oh yeah, he also has 2 attacks. He can purchase the typical upgrades along with cyber wolves, bike or a thunderwolf mount. All this for the same price as a Codex Space Marine Techmarine.


"its not just me, my army is also missing"
The Black Templar's Techmarines cost 20 points more and than the basic Techmarine. I guess it is because he has 2 wounds, 2 attacks and leadership 9, or it is because it is an older codex with non-5th ed. pricing. He also has boring old power armor. He also has a signum and auspex, both of these are outdated wargear and not really worth anything. He can but a servo-harness with all the flair it comes with and it also gives him artificer armor and is only 35 more points. It does not add 1 to the repair roll, it gives you a re-roll on the repair vehicle roll. His repair is a bit different as well. it can be done in the ,movement phase if both have remained stationary. if so roll to repair and if you succeed, they the vehicle may fire that same turn. Regular repair costs you a turn of shooting.

He can get 0-4 servitor, but they run a bit different. They come as tech servitors for 10 points and they help with repair rolls, gun servitors which are 10 + gun cost (the heavy bolter, multi-melta and plasma cannon) the cheapest being 15 and add ten points per gun to 35. You may only have one plasma cannon though. Then there are the combat servitors that are 25 points extra and get you a close combat weapon and powerfist.

He is an independent character and that is what it is. He also can purchase a Rhino, Razorback or Landraider Crusader. What? Well that is quite the ride for a Techmarine.


"Hey my army is no where to be found either."

The Dark Angels Techmarine costs 5 points more than the Black Templar version. That is the cost of the 2 wounds, 2 attacks and leadership 9 I guess.  He comes with artificer armor, the regular equipment and a power weapon. He is a one man unit, so no fun there. He repairs like the Black Templars (don't move and you can shoot after repair). His servo-harness is 25 points and gives a re-roll to failed repair rolls.

His servitors are 25 points a piece and can be run in squads of 1-4. They can take the standard heavy weapons. However, any of them can take them. Also the heavy bolter and multi-melta are free (or built into the servitor cost). The plasma cannon will run you 10 extra points, but there is no limit to the type or number of guns.

The Techmarine also cannot be taken in a force, unless there is vehicle (non dedicated transport) from the elite or heavy section in the army. They also can be taken for each vehicle (non dedicated transport) from the elite or heavy section. They also do not take up a force organization slot, but are counted as elites. So six Techmarines for the Dark Angels is possible, but is expensive and kind of silly.

They can also purchase a Rhino, Razorback or Drop Pod.

"Just imagine me with Blood Angel markings."
Blood Angels have a Techpriest very similar to the "vanilla" marines. He is a one man unit though, and we all know how useful that is. He can Bolster as well, which is helpful. The only real difference is the option to trade a servo-arm for a jump pack. Why? A single man unit that is a flying Techmarine...why? The rest of his options and abilities are standard fair.

He can run 0-5 servitors with the typical weapon loadouts. They are priced similar to the "vanilla" cost and only two of them can take them. They also do not suffer mindlock as they form a unit with the Techmarine.



"You need to imagine me with some shiny silver paint."
 Now the Grey Knights are the newest codex and their Techmarine has some differences. First he costs almost as much as a Thunderfire cannon or Master o' the Forge. He comes with the standard stats for a regular Techpriest. He can Bolster as well. He does the Grey Knight Ageis, is a Psyker, has Preferred Enemy (demons), and is an Independent Character. He cannot purchase servitors. He comes with the typical wargear plus a  servo-harness to start, power weapon and psyc-out grenades (anti demon/ psker).

He has two psy powers, Hammerhand ( the gold standard for Grey Knights) and Reconstruct. Reconstruct is his servitor/harness repair help ability. If passed he can re-roll his repair roll. It is used in the beginning of the movement phase. This with his servo-harness makes repairing vehicles a snap.

He can grab a number of upgrades; many weirdie grenades, psybolt ammo, any number of nemesis force weapons, servo skulls, a conversion beamer and a orbital relay. These last two are interesting. Both are heavy weapons. The Techmarine either needs to be alone or with a stationary squad to use them. That puts him in a weird place (alone in a corner or stuck with an Inquisition warband), since most of this force needs to be on the move. Both of these choices almost double the cost of this guy as well, but both can cause some serious template damage.  He is the newest Techmarine, but I'm speculating his use will be limited like the other chapters.

So why are these Techmarines sitting the sidelines as well? It is mostly the same reason that the "vanilla" one is, better options in the same slot. There is also the fact that three of these guys are on man units. A one wound or even a two wound single marine is an easy for any army to dispose of. They just don't pose a descent threat. Then there is the option of making him a unit with servitors. Sure that gives him some saftey, but also drops his toughness to that of the servitors. Who wants a toughness 3 Marine? Anyone? Anyone?

Another fact is that two of these guys are from outdated codices. The Dark Angels and Black Templars are ancient by 40K standard now. Their rules and pricing are dated, usable, but dated. The recent FAQ release did help these books a bit, but not enough for Techmarines to make a resurgence.

Sadly the remaining Astartes chapters Techmarines will sit in the orbiting strike cruiser. Just waiting for the battle to end so they can repair the returning armor.

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